Files
source/gamedir/Base/TableData/Map/AltSectors.xml
T
d683cdeb64 Run from gamedir (#686)
* prepare gamedir for running the game

* Stop telling installers to overwrite the vanilla game

The release no longer contains anything that lands on a vanilla file:
its base data lives in Base, so unpacking it over the game directory
and copying the game's Data into the release now amount to the same
installation.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>

* Give the mod's base data its own VFS profile

Its files ship in Base now, so that a vanilla Data directory can be
copied in whole without a single collision. Mount Base right above the
vanilla dirs in every profile stack — the slot where the installer's
overwrites used to end up.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>

* Mount Base in the language overlays' VFS configs too

Assembling a release copies a <Language>_Version directory over
gamedir, its own copies of the configs included, so without the same
Base profile every non-English release would mount nothing from Base.

Their libraries move along with the rest of the base data: each
language slf, and the Russian data.slf that shadows the vanilla
Data.slf by name.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>

* Ignore a vanilla Data directory dropped into gamedir

Running the game here needs one copied in, and it is an untouched copy
of somebody's retail install — nothing this repository should track.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>

* Ignore only the player profile directory, not every Profiles

The unanchored pattern also swallowed Base/TableData/Profiles, the
mod's soldier profile XMLs, which are tracked and belong in a release.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>

* move gamedir/Data to gamedir/Base

* move gamedir-languages' Data to Base

---------

Co-authored-by: Claude Opus 5 <noreply@anthropic.com>
2026-08-01 11:05:15 -03:00

42 lines
1.9 KiB
XML

<!--
This file handles sector variating through using or not using alternative maps.
Table represent game world. To disable randomness of sector, say E6, you have to
find its place in the table and put 0 (zero) there. Then JA2 will use only one map
for this sector: E6.DAT. If you put 1 (one) as a value in table, then the game will
choose from 2 map-files E6.DAT and E6_A.DAT to use it as map for sector E6. These 2
maps have equal chances to appear in game, 50/50.
NOTE1: this table is used only when you are starting a new game. Any changes to this
file require starting a new game.
NOTE2: some sectors in game already using alternative map in original JA2
It is Skyrider quest: B15, E14, D12, C16
weapon caches: E11, H5, H10, J12, M9
Madlab quest: H7, H16, I11, E4
Gabby: I4
Do not enable randomization of this sectors until you are know what you're doing
-->
<ALT_SECTORS_LIST>
<!-- index 1 1 1 1 1 1 1 -->
<!-- 1 2 3 4 5 6 7 8 9 0 1 2 3 4 5 6 -->
<!-- -->
<ROW y="A"> 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 </ROW>
<ROW y="B"> 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 </ROW>
<ROW y="C"> 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 </ROW>
<ROW y="D"> 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 </ROW>
<ROW y="E"> 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 </ROW>
<ROW y="F"> 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 </ROW>
<ROW y="G"> 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 </ROW>
<ROW y="H"> 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 </ROW>
<ROW y="I"> 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 </ROW>
<ROW y="J"> 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 </ROW>
<ROW y="K"> 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 </ROW>
<ROW y="L"> 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 </ROW>
<ROW y="M"> 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 </ROW>
<ROW y="N"> 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 </ROW>
<ROW y="O"> 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 </ROW>
<ROW y="P"> 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 </ROW>
</ALT_SECTORS_LIST>